Current master post 4.2.0

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2110

    Ok. I guess it will just take awhile longer to retrain my muscle memory.
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

    Comment

    • spara
      Adept
      • Nov 2014
      • 235

      Originally posted by Nick
      Shop doors have the problem that there is only one of each and no variation for light, but there is a version of them I can use which is grey not brown.
      For some reason there's only one variant of light for all doors in Shockbolt tiles. The set would definitely benefit from variation in lighting.

      About the shop doors, the grey version is definitely better. What I meant was that if it was possible to configure the shops to use some other tile than permanent wall tile, the shops could be made to match the tiles available.

      Easier to see again from images:

      Grey door tile:
      Click image for larger version

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      Grey door tile with matching wall tile:
      Click image for larger version

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      Edit: Then again, maybe it's just easier to use new gray permanent wall tile in the dark set:
      Code:
      # permanent wall
      feat:permanent wall:torch:0x98:0xEE
      feat:permanent wall:los:0x98:0xEF
      feat:permanent wall:lit:0x98:0xF0
      feat:permanent wall:dark:0x98:0xF1

      Comment

      • spara
        Adept
        • Nov 2014
        • 235

        The Iron Shots still cost 3 gold. Is that intentional?

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9344

          Originally posted by spara
          The Iron Shots still cost 3 gold. Is that intentional?
          Yes, they still have the THROWING flag which makes them better for throwing than arrows or bolts, just not as much better as they were.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • DavidMedley
            Knight
            • Oct 2019
            • 995

            There's this new thing (I think) where you sort enemies by XP. What, then, is the default sort?
            Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9344

              Originally posted by DavidMedley
              There's this new thing (I think) where you sort enemies by XP. What, then, is the default sort?
              By monster depth.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • spara
                Adept
                • Nov 2014
                • 235

                Recharging wands/staves in a shop is a bit confusing and not very obvious. Is there a way of seeing which wands/staves will be recharged before giving them to the shop? The in-game help currently only hints that "Some wands and staves will also be recharged". Why not all btw?

                Comment

                • Monkey Face
                  Adept
                  • Feb 2009
                  • 244

                  Is it worth the shop's time and resources to recharge a wand such as heal monster, haste monster, or clone monster? I think the wands with negative attributes are the ones that don't get recharged.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9344

                    Originally posted by spara
                    Recharging wands/staves in a shop is a bit confusing and not very obvious. Is there a way of seeing which wands/staves will be recharged before giving them to the shop? The in-game help currently only hints that "Some wands and staves will also be recharged". Why not all btw?
                    It's the ones that the store sells. I guess the idea is that you're giving them some of their regular stock, so they know what to do with it, but these other weird devices they don't want to mess with, so they just sell them again as is.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • spara
                      Adept
                      • Nov 2014
                      • 235

                      I see. And it's still not that obvious. My beginning character tried to recharge a staff of cure light wounds. Nothing negative in that staff, but maybe the shop does not sell that kind of staves or something.

                      Comment

                      • spara
                        Adept
                        • Nov 2014
                        • 235

                        @ found the Cloak of "Colluin" and activated it and got 5 temporary resists activated and at the same time learned the runes for fire, cold, electricity and acid, since the cloak has the runes also. But not the poison rune even though the cloak has the resist poison rune.

                        Another thing. I have a vague memory that this has been brought up before, but anyway, I find it a bit glitchy that @ immediately recognizes the Ring of Teleportation as Ring of Teleportation even though the teleportation curse has not been learned yet.

                        Comment

                        • DavidMedley
                          Knight
                          • Oct 2019
                          • 995

                          Originally posted by Nick
                          By monster depth.
                          I like this idea, and this new sort is somewhat useful. Distance from @ comes to mind as an option for monsters and treasure.
                          Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

                          Comment

                          • DavidMedley
                            Knight
                            • Oct 2019
                            • 995

                            What if racial flags were grouped with status effects rather than equipment flags? This would (mostly) make these racial effects more impactful into the mid and late game, as racial resist light, dark, and poison would stack with the equipment you often obtain mid-game. Some things still can't stack, like sustains and prot_blind. And there are choices to make about whether some things like hold life or regen should stack. But I think it would make the racial choice more interesting and definitely more impactful.

                            This may not make the imminent 4.2.1, but what do you think?
                            Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9344

                              Originally posted by spara
                              @ found the Cloak of "Colluin" and activated it and got 5 temporary resists activated and at the same time learned the runes for fire, cold, electricity and acid, since the cloak has the runes also. But not the poison rune even though the cloak has the resist poison rune.
                              Looks like a bug, thanks.

                              Originally posted by spara
                              Another thing. I have a vague memory that this has been brought up before, but anyway, I find it a bit glitchy that @ immediately recognizes the Ring of Teleportation as Ring of Teleportation even though the teleportation curse has not been learned yet.
                              Yes, agreed, but that's currently the least worst way to deal with it.

                              Originally posted by DavidMedley
                              What if racial flags were grouped with status effects rather than equipment flags? This would (mostly) make these racial effects more impactful into the mid and late game, as racial resist light, dark, and poison would stack with the equipment you often obtain mid-game. Some things still can't stack, like sustains and prot_blind. And there are choices to make about whether some things like hold life or regen should stack. But I think it would make the racial choice more interesting and definitely more impactful.

                              This may not make the imminent 4.2.1, but what do you think?
                              I think no. Racial resists are permanent, so should behave like other permanent resists (and racial RPois does stack with temporary RPois). So unless we're thinking of a big rethink of how resists work (and the same applies for things like regen stacking), I think it should stay as is.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9344

                                New builds are now up on the nightlies page and angband.live (source) with these changes:
                                • Check of monster generation code to try and make sure dead uniques don't come back to life (#4245) - I think this is now fixed, probably because of something backwardsEric did a few weeks ago
                                • Rework how targeting of Lightning Strike works - now requires monster target on a visited grid (#4245)
                                • Light town correctly (most notably fixes part of #4232 for persistent levels)
                                • No more artifact spoilers for persistent levels (the rest of #4232)
                                • Updates to Shockbolt dark tiles to make doors and shops look right (thanks spara)
                                • Fix to learning of RPois rune from temporary RPois (spara again)
                                • Update of object info following the change to melee criticals (thanks David Medley)
                                • New makefiles for compiling curses and SDL2 Windows versions (may still need some refinement - thanks Adriankhl)
                                • Update to VC project file (thanks Kusunose)
                                • Test to check that monster.txt is parsed correctly by the lore parser (Kusunose again)
                                This leaves no bugs remaining on current master (that's zero). I expect version 4.2.1 to be released some time in the next week.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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